A Map for Counter-Strike: Global Offensive

**Cathedral** is a bomb defusal map for CS:GO featuring a large, gothic cathedral as the main area. It is based on the [Saint-Vitus Cathedral](http://en.wikipedia.org/wiki/St._Vitus_Cathedral "Saint-Vitus Wikipedia") in Prague. Still heavy WIP and sceduled to be remade completely from scratch in the far future.
- Large, gothic structure with outdoor and indoor combat possibilities
- Italian environment
- 2 bombsites on both sides of the cathedral
The map lacks any form of cover and is unsuitable for any type of gameplay. Currently, the map is more a portrayal of art as opposed to a playable level. This will be changed in the feature.
TBA

Posts

One day I will replace this map with a different cathedral. For now this was a great experience and taught me one of the most important things ever: Gameplay.
Whenever the map will be updated, I will link to the official threads in the description.

**Pros:**
- The cathedral looks incredible and amazingly impressive
**Cons:**
- It looks like all of your time was spent on the cathedral and everything else was kind of thrown together. In the end the disparity between the cathedral and everything else is too staggering.
**Notes:**
- I could only imagine what you could have done with more time.

I finally got to run around the level. It's certainly a great start. Visually there is a lot of potential, but like you've already made clear, it's unfinished and not yet playable. As you know, I'll be watching your progress with great interest!
I do agree with Will regarding the scale. I'm not sure the scale of the cathedral itself is a problem. For me, the scale problems are all along the ground/floor/steps. I think that if the floor texture tiles more and the the steps are shrunk, it would go a long way to improve it. Also, adding some props inside that give a proper sense of the space being used (pews, pulpit, etc) would help.
Etc.
Keep it up!

With each contest, you bring something new to the table (Belgian nature props in Ardennes, Japanese props in Himeji and now full map mesh made in 3DS in cathedral); you’re a quick learner and a risk taker even in contests with tight schedule. Thumbs up :)
I was following Shawn’s posts on Mapcore for some time checking the evolution of Wall Worm and now I can see a tangible example of this tool. I must say the architecture and the level of detail of the cathedral are amazing and you have simply shown the potential of the Wall Worm tool in regard to building Source maps fully in 3DS.
The map is obviously a heavy WIP so I’m not going to have an in-depth review but I’ll channel my thoughts for you about some issues that I spotted and couldn’t shake off my head :)
While the architecture itself is impressive and quite accurate, mimicking a real life cathedral, the proportions are oversized, at least some aspects as I noticed.
The stair steps in the cathedral are huge and you need to jump on them. The floor tile texture is really up scaled and could fit 3-4 players on 1 tile. Some of the brick wall textures are also huge and disproportionate to the surroundings. All these make you feel like a dwarf or in a pseudo-rats map when walking inside the cathedral.
This is still WIP and you have a lot of time ahead to iron all these issues but I thought I should give you a heads up just in case it’s not on your radar yet.
The lighting will also need to be looked at as many areas in the cathedral had awkward light patches/patterns and I assume this is Source’s own issue of handling lighting on props as opposed to brushes.
I don’t see Wall Worm replacing good old Hammer in the near future, however this map is a step in the right direction and you are spearheading this Wall Worm campaign. With more work/testing and more polished maps delivered, Wall Worm will eventually catch up with Hammer and be an alternative tool to build maps for Source.
Keep up the innovation and good work; hope to see more from you.
Good luck.

The map is incomplete in gameplay, however it puts on an awesome display of art and demonstrates what the Wallworm's tools are capable of. I've always looked at Wallworm's tools with curiosity; this is the best example I've seen so far using them.

I'm a little too busy to test it out at moment, but I'm glad to see your progress Joris! Now that some mappers are starting to transition to 3ds Max + Wall Worm, I think that there will start to be more creative experiments in Source Engine levels. Keep it up. I'll try to actually play in it tonight! I look forward to seeing some of your videos/tutorials for the community on using Max. For years the mapping community has not understood the benefit of Max over Hammer... and you are becoming a Wall Worm ambassador!

> **Posted by Logan Dougall**
> Seems like a bit more love can be applied to the buildings surrounding the cathedral. They're a bit bland in comparison.
You're right! Not only that but as you already would have discovered the gameplay is also **very** bland. The inside as well.
I'm well aware of the rather empty state on the map its gameplay, that's also why this map wouldn't currently work competitively (at least I think so unless something miraculous happens) in a thousand years. I made about 80% of the outside buildings today which is why they lack even the most basic props such as windows.
Should I have had one day more then they were there, but time happened to come short for me this time. That's what concerns the contest, as in fact for the map the actual finishing stages start right now. Of course I'm a bit sad about those buildings as after Himeji it seemed impossible for me to end up with a shortcoming of such basic visuals, but I learned so much with only the cathedral for mapping that it will benefit future projects. And lastly, because learning 3DS Max is many times harder than Hammer, I 'lost' time at start which could explain why I didn't even have time for those.
Thank you a lot for passing by =) I really appreciate it!

Development Info

Game

Category

License

YOU CANNOT ALTER, MODIFY AND/OR PORT THE MAP AND ALL OF ITS CONTENTS TO ANY OTHER GAME OR 3D MODELING APPLICATION IF THE PURPOSE IS FOR COMMERCIAL USE. DECOMPILING THE MAP IS ALLOWED FOR LEARNING PURPOSES. IF YOU WANT TO USE A SPECIFIC MODEL, PERMISSION IS REQUIRED. THIS IS GENERALLY PERFECTLY POSSIBLE IF YOU CONTACT ME THROUGH GAMEBANANA OR MY EMAIL. PORTING IS NOT ALLOWED, I WILL BE PORTING MYSELF ON REQUEST. YOU CANNOT SHARE OR HOST THIS FILE ANYWHERE ELSE. THE ONLY POSSIBLE HOSTS ARE GAMEBANANA.COM AND THE CS:GO WORKSHOP.